State
A simple class representing a state in an FSM.
name is the name of the State and must be unique for the FSM.
isStart indicates if it is the starting state.
isAcceptingState indicates if this State accepts the FSM (in our case, this means that the order of statements was correct).
Constructors
Properties
Link copied to clipboard
Must only be changed through FSM.changeStateProperty as soon as they are part of a FSM.
Link copied to clipboard
Must only be changed through FSM.changeStateProperty as soon as they are part of a FSM.
Link copied to clipboard
Must only be changed through FSM.changeStateProperty as soon as they are part of a FSM.
Link copied to clipboard